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As Long As The Grass Grows
As Long As The Grass Grows
by (Web published) (2018)
Player Count
4

Player Ages
14+

Playing Time
3 hours to 9 hours
Categories
  • Political
  • Wargame
  • American West
  • American Indian Wars
  • Print & Play
  • Designers
  • Philip Jelley
  • Mechanisms
  • Variable Phase Order
  • Area Control / Area Influence
  • Family
  • Country: USA
  • Rating: 9/10 from 2 users

    Description

    Your Father has provided a country large enough for all of you, and he advises you to remove to it. There your white brothers will not trouble you; they will have no claim to the land, and you can live upon it, you and all your children, as long as the grass grows or the water runs, in peace and plenty. It will be yours forever.

    President Andrew Jackson

    AS LONG AS THE GRASS GROWS is a board game that adapts the COIN Series developed by GMT Games to the Conquest of the American West from 1845-1881. Players use Events, Commands and Special Abilities to place and move pieces on the map to achieve victory. The players take the roles of four Factions; the Great Plains Tribal Faction (GP) consisting of the Comanche and their Kiowa allies; and the Dakota, Lakota, Yankton, and Yanktonai Sioux with their Arapaho, Blackfoot, Cheyenne, and Cree allies. The Northwestern Tribal Faction (NW) has the Chinook, Modoc, Nez Perce, Rogues, Umatilla, Yakima of the Pacific Northwest; the Yaqui of Mexico; the Navajo enemies of the Apaches; and the Crow, Flathead, and Pawnee enemies of the Sioux. The Southwestern Tribal Faction (SW) has the Chiricahua, Lipan, Mescalero and Western Apaches, their Mojave and Yuma allies, and the Bannock, Paiute, Shoshone, and Ute Tribes of the Great Basin. The United States Faction (US) includes the federal, state and territorial governments; the US Army; and militia, miners, pioneers, settlers, buffalo hunters, and railroad companies.

    Cards are drawn from the deck one at time, with one card in play and the following card face up on top of the deck. Each Event card shows the order in which Eligible Factions may choose to resolve the Event or one of their own Commands, sometimes with one of their Special Abilities. Resolving an Event or Command makes the Faction Ineligible for the next card. President Events interrupt play as the Factions determine victory, collect revenue, pay upkeep, make treaties, and relocate pieces.

    —description from the designer

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